Question by 
               DustyShadow · Feb 25, 2016 at 01:13 PM · 
                2d character2d controller  
              
 
              2D Axis Movement
I am having some trouble making my player move using the axis input. as far as I can tell, it doesn't register the input, or else doesn't act on it. here is the code; using UnityEngine; using System.Collections;
 public class Moving: MonoBehaviour {
 
     public float moveSpeed =0f;
     private int otherAxis =0;
     [HideInInspector]
     public bool jump = false;                // Condition for whether the player should jump.
     public float jumpForce = 300f;            // Amount of force added when the player jumps.
     private Transform groundCheck;            // A position marking where to check if the player is grounded.
     private bool grounded = false;            // Whether or not the player is grounded.
     //public float h=0;
     public float range;
 
 
     // Use this for initialization 
     void Start () {
         // Setting up references.
         groundCheck = transform.Find("groundCheck");
 
     }
     /*
     void FixedUdate ()
     {
 
     }
 */
     void Update () {
         float h = Input.GetAxisRaw("Horizontal");
         float xPos = h * range;
         //if Player presses Right then turn and go right.
 
         if(xPos == 1){
             transform.Translate(Vector2.right * moveSpeed);
         }
 
         if (xPos == 1){
             if(transform.rotation != Quaternion.Euler(0, 0, 0))
                 transform.rotation = Quaternion.Euler(0, 0, 0);
         }
 
         // if player presses Left, then turn and go left.
 
         if(xPos == -1){
                 transform.Translate(Vector2.right * moveSpeed);
         }
         if (xPos == -1){
             if(transform.rotation != Quaternion.Euler(0, 180, 0))
                 transform.rotation = Quaternion.Euler(0, 180, 0);
         }
 
         //This bit keeps the player from flopping back/forward.
         transform.Rotate(Vector2.left * otherAxis);
     
         // The player is grounded if a linecast to the groundcheck position hits anything on the ground layer.
         grounded = Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground"));  
         // If the jump button is pressed and the player is grounded then the player should jump.
         if(Input.GetButtonDown("Jump") && grounded)
             jump = true;
 
         if(jump)
         {
             // Add a vertical force to the player.
             GetComponent<Rigidbody2D>().AddForce(new Vector2(0f, jumpForce));
             
             // Make sure the player can't jump again until the jump conditions from Update are satisfied.
             jump = false;
         }
     
     }
 
 }
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